1. RR Repair units can use rail movement
through hexes repaired/converted in that phase, but such units cannot
then be used to repair/convert rail hexes beyond that section of
track. Such movement and repair constitutes leapfrogging.

2. An airbase can be repaired (to eliminate
damage) one level at a time until the base is back to the highest
actually built level it ever held (it cannot be improved beyond that
limit in this way) by any 1 RE unit with the expenditure of 2T. There
is no die roll for this method of repair The repairing unit need not
be engineer or attack capable - but it must be classed as a unit
according to 3.1.

3. DG units cannot do recons.

4. If a breakdown regiment is stacked with a
division capable of absorbing breakdowns (but not this one, due to
action ratings, etc.), then the breakdown does not add to the combat
strength of the hex. The breakdown becomes a 1-step, zero strength,
zero action rating unit while it remains in the hex.

5. In situations where units must "eat off the
map" (i.e. they cannot trace) pay 1T per 2 REs or fraction thereof.
This is a change to 11.6d. 11.6d is dropped entirely and replaced
with "Pay 1T per 2 REs (or fraction thereof)." In effect, the player
is now paying as if 4 REs equaled a division under the old rule
(eliminating the anomaly when multiple non-divisionals are present).
It is also simpler to deal with. Change references to 11.6d and its
effects in 11.6f and 11.6h.

6. HQs cannot use their draw and throw
abilities while in Strategic Move or Reserve Mode.

7. When optional rule #4 Destroying Hedgehogs
is used, no more than one level can be destroyed in a hex per turn,
even if more than one "unit" is available (two if an engineer capable
unit is in the hex).

8. Future reinforcements, and breakdown
regiments which have not yet entered play in the normal manner cannot
be "rebuilt" using Pax and Eq Repls before they do so.

9. The following require an attack capable unit to perform
(and just so it is clear, units in Strategic Move Mode or in Reserve Mode are
not attack capable, regardless of the counter's strength until they exit those
modes): capture of an enemy Dump, Truck, Wagon, or airfield OR entry into an
enemy controlled Hedgehog, Port, Village, Minor or Major City hex. "control" is
defined here as belonging to the last player to pass a friendly attack capable
unit through the hex apply common
sense to those areas obviously behind friendly lines and so
on.

10. "Breakdown" Regiments are infantry
regiments marked with either "Brkdn" or no unit identification at
all.

11. When using the v2.0i optional air rules, do
not use 14.11 at all. Furthermore, the restriction on parenthesized
air units entering hexes containing enemy air units is removed.
Parenthesized air units still cannot be the attacker in air to air
combat and are not, even if they entered the enemy air unit's
hex.

12. The effects of rail Damage and Interdiction
are the same (no effect on trace supply, RR cap costs x2), "damage"
just lasts longer than "Interdiction."

13. The bracketed special modifiers needs to be
explained in 9.4. The bracketed modifier applies to the attacker
only, if the unit is defending, the modifier becomes x1 in all cases
for that particular terrain type.

OCS Consolidated Optionals (24 May
99)

1. The change to the series rule regarding use
of options needs one additional clause which you see here as the
exception. It should read: 9.10a: Nobody is free from his option,
even if the other side is destroyed, EXCEPTION: The defender is
always free from his options if the attacker chooses to
retreat.

OCS Series (ver 3.0) (7
Jul 02)

1. On the Transportation Equivalents list on
the charts and tables (page 1), the final bullet gives the modified
Rail Cap cost for moving through interdicted or damaged hexes. This
is incorrect when it comes to damaged hexes, as they totally inhibit
rail movement (as per 13.3e).

3. Delete the sentence in 10.0h stating that
Air units conducting a Barrage are the only...air units subject to
Flak. There are other cases where air units get "flak'ed", see
14.9.

4. In 15.0c part B), the flak rating is the air
base level minus one, not the level itself (as it is in the other
rules and on the tables).

5. DUKWs can only carry items that could be
carried by air transport.

6. The OCS Standard Markers illustration on
page 3 of the rules incorrectly displays an air base symbol for the
Hedgehog example. A real hedgehog can be seen at the start of 16.0 on
page 29.

7. The Barrage Air Mission examples at the top
of page 26 uses the old flak table. The first two examples roll as a
+0 roll on the Flak Table. In the third example, the flak roll is
done +1 (for the HQ). All examples show the attacks as undetered by
flak, which is fine, but the method shown is from the old
rules.

8. 4.1 Action C applies only to traces from
detrainable hex back to the supply source. HQ's always draw and throw
and trace with whatever MP type they happen to have on the counter
(enemy ZOC's block Truck-based MP traces, do not block leg or track
based, etc). (This makes all these rules

the same, regardless as to whether it is SP
throw, or trace.)

9. Change the definition of Attack Capable
units (4.8) to "Attack Capable units are ground combat units with an
attack combat strength (non-parenthetical) of zero or more in their
current mode.

10. Delete the last paragraph of 13.9 and
replace with "See 14.1g for air units."

12. The entry on the Barrage vs. Facility Table
explaining the AB result is in error in describing it as affecting
only inactive air units. An AB result affects both inactive and
active air units (as is the case in both rule 10.0j and the Air Unit
Reduction Table).

13. Rail Conversion is listed in the index as
being rule 12.3h. This should be 13.3h.

14. Just to clarify: 14.7b (Hip Shoots)
currently reads: "Air units always hip shoot alone. Multiple air
units cannot hip shoot in a single Barrage." Change this to: "Air
units always hip shoot alone. Multiple air units cannot be in the
barrage hex when a hip shoot is executed."

15. The example on Page 20 of supply throw
tells you that the HQ at A provides its own detrainable hex, which it
cannot as it is in Move Mode. The HQ must be in Combat Mode to do
this (13.1b).

16. 16. Disregard 14.1d (Straight-Line Air
Movement). Instead, place air units on the desired target hex (of a
barrage, air combat, base relocation, air transport, or interdiction)
anywhere within the air unit's range limits (and other controlling
rules). All air movements are limited to only one such target hex
(even if the air unit is a fighter and has "left-over" range after
executing an air-to-air combat, ignore 14.1b).

OCS Series (ver 3.1) (6
Jan 04)

1. On the Charts and Tables, the 14.9 Flak
Point Determination fourth bullet should read "0 points (but DR still
allowed), if..."

2. Delete the last sentence of 5.7g, there is
no such restriction.

3. Add: 9.15g. Ground Units and Ships. When
attack-capable ground units enter a hex containing a ship in port or
in a coastal hex, the ships are destroyed.

4. 13.5c. Add "Air Replacements can also arrive
at a friendly carrier provided its basing limit is not
exceeded."

7. 18.4: If a BA fails, the landing craft are
destroyed with the units.

8. 18.4 Delete the sentence "Do not roll on the
ALT for any Beach Assault." Apply the following instead. Just before
the execution of a BA Combat (in the Combat Phase), the defending
player selects to use either the ALT or force a BA to occur
(depending on which is seen as best for him). If the player chooses
BA, execute the BA normally. If he chooses the ALT, there is no
combat or combat supply cost. Roll on the ALT (using the target unit
as a ZOC for the modifier if any). Regardless of the ALT result, the
"defending unit" is automatically destroyed. The remaining landing
units enter the coastal hex and cannot move further that phase. The
defending player can choose either method, but the decision cannot be
changed once made, it must be made before any dice are rolled or
units exposed and each landing hex is handled independently.

9. 18.4. The player can choose to execute a
landing using the ALT in the event that his pre-landing barrage
destroys the target unit. In effect, the choice in #8 is mandated in
this case to be the ALT.

10. 18.4. There is a hexside terrain that makes
all units x1/2 when attacking in a BA. The defender can still choose
the hex terrain, instead, for Special Modifiers should he so desire
(the normal Special Modifier and the BA Special Modifier are not
cumulative, select just one).

11. Change the last paragraph of 18.4a on page
41 to read: Do not make any ALT DRs for Landing Craft (any type)
making use of a friendly operating Port with a capacity at least as
large as the size of the Landing Craft.

12. In 18.0, Naval units can never enter a hex
containing enemy land or naval units. Naval units cannot capture an
enemy port (ground attack-capable units are needed to take
control).

14. When an enemy attack-capable unit is
adjacent to a friendly supply source, that supply source is no longer
functional and cannot supply any units. This effect cannot be negated
by friendly units.

15. No friendly ground activity (unit movement,
rail, trace of any sort) can be conducted in any enemy occupied hex
(be it occupied by attack or non-attack capable units, trucks, SPs,
airbases or what have you). This rule does not restrict Air unit
movement nor does it inhibit the movement of units entering a hex to
capture SPs, trucks, airbases as otherwise provided in the
rules.

OCS Series Rules (v4.0) (21 July 2011)

1. Regardless of the ability to do unspotted Hipshoots,
unspotted hipshoots cannot be done using the Barrage vs Facility Table
(against things like ports, airbases and so on).

2. 13.5a seems to imply that with negation, units can be rebuilt in an EZOC in violation of 4.5a. 4.5a is correct, ignore the statement about negation in 13.5a part 1.

3. 13.Remove “un-negated” from second sentence of 13.5a(1). A ZOC cannot be negated for rebuilds.

5. Add to 14.9e: Transport Missions are allowed to fly from Base X to Base Y, and from there to Base Z (where plane goes inactive). Cargo can be loaded at both X and Y (to full capacity of aircraft at both stops), and then be unloaded at both Y and Z. The range of the mission would be figured for whichever leg is longer. Base Y always a mission hex for flak purposes, and Base Z is too if any cargo is unloaded there.

6. Change for 14.10b: Air drops requiring Prior Planning can only be done during the Movement Phase (so no need to plan the exact phase).

7. The reference in final sentence of 18.3b should be to 18.3g.

8. Add to 18.3c: All LC in a stack are treated as “one individual ship” for target and DG purposes.

9. Add an exception to 20.0a: Breakdowns can also be created during
advance/retreat after combat.

10. It takes at least 1 point to get on the barrage table (before shifts are applied).

11. Change to 12.8a: Units do not need trace supply on the turn they make an Air Drop.

4-01 Guderian's Blitzkrieg (Before 6 Dec
94)

1. The First Stab at Tula scenario's victory
conditions for the Soviet player has the descriptions for Major and
Minor flip-flopped.

2. The 3rd Motorized Division's MC Bn should
have the same Move Mode values as any other MC Bn.

3. The Moscow Defense Hexes should be "close"
terrain, not "very close."

4. In Scenario 7 and the turn 10 set up, The 19
Pz units should set up in hex A43.25, not A48.25.

5. The "1" unit referred to in the historical
set ups as part of the 3rd Pz is the "1 Rec" unit.

6. Wagon load/unload costs in Deep Snow should
be 1 MP (as is the case in Rasputitsa).

7. The Soviet "22 Mtrd Div" listed in scenario
2 should be the 220 Mtrd Div.

8. Optional: Count Soviet Tank brigades as 1/2
DSE for supply purposes. If this rule is used, they no longer count
as free non-divisionals. This rule does not affect artillery,
katyusha, and cavalry brigades which remain free non-divisionals paid
for by the extra point.

4-02 Enemy at the Gates (6
Jan 04)

1. In scenario 4, the set up for D34.20 should
read "16-1-1 Rum Arty Rgt (1Hvy)".

2. The 3rd Motorized Division's Motorcycle Bn
is the 53rd, not the 58th as listed on the counter.

3. The 3rd Gd Pontoon Group comes in on Turn 6
(with its HQ).

4. The Germans setting up in scenario 9 (page
30) in hex C53.03 (the northern pocket hex) should be in hex
C53.02.

5. None of the operations requiring Victory
Point costs (Alert Bn rolls, variants, etc.) can be used in the small
scenarios which do not have victory conditions using Victory Points.
Unless allowed by special scenario rules.

6. The "12-3-3" Rumanian Inf Divs in the set
ups are "12-3-2" Rumanian Inf Divs.

7. In scenario 6, the 11 Pz Div dead units are
1-15 & 2-15 Pz Bns.

8. The Panzer Regiment number for the 22nd
Panzer Division was transposed&emdash;it should be "204 Pz Rgt" not
"240 Pz Rgt."

9. In every scenario where the Stalingrad area
is in play, the large Axis dumps near Stalingrad can set up in any
hex at or within two of the hex listed. (This keeps Russian Arc Light
strikes on the dumps under control...)

10. Enemy at the Gates used a different
reduction scheme to show strengths on the back of air units than is
correct for later series rules editions. For this game, use the front
side only, and use strengths of (-1) Air to Air rating and x1/2
Barrage strength. The back of the air unit counters now serves no
function. These air units in will be replaced by those in the 2000
Repls and Variants countersheet.

11. OCS v3.0 series rule 13.8 over-rides the
rule in Enemy at the Gates which grants engineer capability to
assault engineers. They no longer have this ability.

12. Elista can be used as a supply source for
the Axis if the Axis controls D17.01 (existing rule...but add:) "and
D17.01 can trace to another Axis Supply source via the rail line
there."

13. The first player in each scenario is as follows:
Scenarios 1 and 2 follow rule 1.4, Scenarios 3, 5,
6, 7, 8, 9 all have the Russians with the initiative on the first
turn, roll normally thereafter. Scenario 4 has the Germans with the
initiative on the first turn and rolls thereafter.

4-02 Enemy at the Gates Repl Maps (26 July
01)

1. Gumrak (Map C, near Stalingrad) is
misspelled on the map as "gunrak".

2. The road leading NW out of Pavlovsk (upper
left of Map C) lost its highlight color (it's just a plain black
line). It is a road like the others (and like its extension onto Map
A).

3. Nizhne-Chriskaia (D37.29) should be
Nizhne-Chirskaia.

4. While using these maps with EatG (i.e.
before Case Blue is released), allow a w/i 1 hex set up freedom for
all HQs in all set ups to account for any differences in road vs
track movement rates if the HQ is found to be out of trace supply in
its current location. If the HQ is in trace, the freedom does not
exist.

2. Any large stacks created by reinforcement
arrival during Mud turns are off limits to Barrage attack until the
player has an opportunity to break up such artificial stacks in his
first player turn after the Mud effects end.

3. (clarification) Rule 3.5a is correct; the
8th Army arrives with 6 SPs (plus those on organic trucks) on its
turn of entry. The 3 SPs listed in the Order of Arrival are in
addition to the 3 SPs the 8th Army gets every turn according to
3.5b.

4. In scenario 6, page 15, there should only be
2x B-25 available, not 3x. There are three B-25's in the game and the
third one is in the Desert Air Force.

5. The Kasserine Pass campaign scenario starts
with the Allies moving first, while the small Kasserine Pass scenario
has the Axis moving first. Both are correct (but might cause
confusion).

6. To upgrade Tunisia to OCS v3.0 standards,
give a nominal Flak Unit (strength 2) to the port hexes of Tunis and
Bizerte if occupied by an Axis unit.

1. Delete the reference to rule 3.11 in
scenario 5. There is no such rule (it was eliminated in
development).

2. In Scenario 1, add the following to the
other two hexes listed for the 40th and 27th Armies (1st Column,
toward the top of page 7): w/i 3 B17.28. This covers the troops at
Kanev.

3. The 60th Army HQ should arrive on turn 15
(as listed on the Order of Arrival), it should not set up in any
scenario before that turn.

4. In scenario 3, the setup for Group Steddmann
is incorrect. The listed set up is w/i 3 B15.20 should be w/i 3
B15.21. Also, the pre-game weather in this scenario is intentionally
different from the historical listing. The pre-game weather listed is
correct.

Items 5-8 are designed for balancing issues.
Using all of them at once will slant the game toward the Germans, use
them sparingly (as options) to get the balance effect you
want.

5. The VPs for Reinforcing the flank do not
apply to Sudden Death Victory, only to the end of the game victory
determination.

6. All Organic Trucks are considered loaded at
the start of all scenarios (this is in addition to the SPs already in
the set up).

7. Alert Battalions: (Add) In lieu of a roll
and VP expense, the German player can automatically (and for free)
get one additional Alert Battalion on any turn in which there are
four or fewer in play.

8. Rail Destruction: (Add) Before starting any
scenario, each side can destroy any desired rail hexes on or behind
their front. No units (or whatever) need to be there to do this,
simply select and mark the hexes.

9. The Russian air units available is missing
from scenario 3. Use the list from scenario 2.

4-05 DAK (24 May
00)

1. (Not errata but might confuse) a) The two
entries for C38.20 in several scenarios are supposed to set up in the
same hex and b) The two identical lines on the Axis Variable
Reinforcement Table are supposed to be that way. Why weren't these
combined into single entries each? Wish I knew...

2. The rule regarding the road west from Sidi
Barrani was updated with last minute information while the map entry
was not&emdash;it becomes primary on 1 Dec 40 and is a road (not
track) until then. The Map entry is incorrect, the rule is
right.

3. While the map differentiates cities into
Minor and Major for historical purposes, they have the same terrain
effects (both listed under the category of "City").

4. The end of the sentence of the last
paragraph of 3.11a should read "...and the turn's result is no
effect." (For some reason the last phrase disappeared...)

5. The Tripoli to Map Track rule (3.1f para h)
says one exits Box 5 to get on the map, it should read Box 1.

6. Historically, the Tobruk Command HQ was
disbanded after Tobruk was relieved in Crusader. As an historical
option, the player should remove this HQ two turns after the fortress
is relieved (has road trace available) if a siege occurs. There is no
requirement to do this.

7. On the Map E Abstract, the distance from
Cairo to D38.01 is 8 MPs (it is not listed).

8. The Greek Campaign die roll description in
3.11b incorrectly states that the marker advances when the die roll
is "greater than or equal to" the number in the Allied Order of
Arrival. This should be "Less than or Equal to" and is correctly
stated in the little description of the die roll on the Allied OOA
(Vol II, page 35).

10. The 5 Ind Div Organic Truck should also be
withdrawn on 1 Nov 41 with the two listed infantry brigades.

11. Revise 3.1g (the Tobruk AT Ditch). The
ditch does not exist at the start of the campaign. It comes into
existence 1 Apr 41 (when the hedgehogs get their full value). While
the Italians had dug the ditch before the campaign began, they
allowed it to fill mostly with sand. It wasn't until the CW
occupation that the ditch was cleaned out and fully
functional.

12. To upgrade DAK to OCS v3.0 standards, give
a nominal Flak Unit (strength 3) to the port hexes of Tobruk and all
Delta Ports if occupied by a Commonwealth unit. Benghazi and Tobruk
have a nominal Flak Unit (strength 1) when occupied by an Italian
unit and a nominal Flak Unit (strength 2) when occupied by a German
unit.

4-05 DAKII (13 Jan 11)

1. In Scenario 7.4, 4-2-6 It Arm Bn (5 Med) and 3-4-3 It MG Bn (S.Maria) set up in the Old Box (not yet shipped over to Tripoli).

2. In rule 3.6d, air units arrive active as per the series rules, 3.6d is incorrect.

3. The CMA and CMI Italian Commando units arrive as reinforcements in August 1942. The CMI unit is incorrectly listed as coming in March and the CMA isn’t listed. Both are optional units.

4. The DAKII Axis Shipping Table was “over aggressively revised to compensate for the change to v3.0 OCS (in other words, I applied an optional rule that should not have been involved). The following table corrects without the optionals in effect and makes a couple of modest adjustments to coastal shipping.

5. The British 22 Gds Bde is marked only “22” on the
counter, it can be differentiated from the regular 22 Bde as the 22 Gds has the
14 MA on the Move Mode side.

6. In the Brevity Campaign Scenario, 7.07, delete the 155 Inf Rgt (Afrika) from
the Old Shipping Box. It does not arrive until September, 1941.

7. Italian Motorcycle companies and GAF companies can be
rebuilt for 50% of a Pax each.

8. Clarification: Coastal Shipping cannot be used to ship from ports in Sicily or Crete.

9. When using the v4.0 rules with DAK, friendly units do not
negate EZOCs to allow port operations. Being adjacent to an
enemy port with a unit with a ZOC shuts down the port (even if enemy units
occupy the hex) as they always have.

10. A few other units suffer from “machine induced abbreviation” such as the 22 Gds in #4 above. These are: the 3rd Coldstream Bn (maked with just “3”), and the 107 RHA is just “107”. Likewise the two RHA AT battalions in the Compass scenario are short the RHA indicator.

4-06 Burma (10 Mar 10)

1. In Short Scenario 5 (Imphal): The two
Japanese artillery battalions in A21.03 should be set up in A12.03.
The 33 Eng-31 called for in the Japanese set up should be 33
Eng-33.

2. For 1.11, B39.01 is also a Japanese RR
supply source.

3. For 3.5c, the definition of an "enemy" hex
is found below the chart at the bottom of the page, not "above" as
indicated in the rule.

4. In Short Scenario 2, Free Set Up: add B2.34
4-4-8 Tank Bn (7 Cav).

5. In Short Scenario 4, ignore the level 2
airbase at A41.35 as it is out of play.

6. In Campaign Scenario 1, add to the Japanese
Free Set Up: Mandalay: 2x 1-1-2 Garrison, 8 SPs. In the Allied Free
Set Up, change the 40 SPs with any Allied unit to 34 (so it matches
the historical set up). Allied 3 VP per hex award, should read "along
the Bhamo-Myitkyina fair weather road."

7. The two listings for the Chinese Artillery
Bn (Chi) have the wrong values, the unit is the 3-1-2-1 as on the
counter.

8. Campaign Senario 2: Add to Japanese Free Set
Up: Mandalay: 2x 1-1-2 Garrision, 8 SPs. Delete these from the "On
any friendly RR or City hex" list.

9. Campaign Scenario 3, bottom of left column,
page 30 add "Both Set Ups" below the asterisks. Move the 33 Corps HQ
(Allied Free Set Up) from the "On any road hex..." group to the "On
any friendly rail/city hex" group. Top right column of page 31,
delete the "A" on the right side of the first list of units (A-77-3
is accounted for in the 4-5-3 Columns in the next list). Add to the
Allied VPs on page 32, 3 VPs per hex of Ledo Road extends along
Myitkyina-Bhamo Fair Weather Road east of the Irrawaddy River
(matching Campaign Scenarios 1 and 2).

10. Both the Chindits and Galahad use TRUCK MPs
for direct draw, only the Japanese can use LEG MPs for this.

11. The US 823 Engineer is treated as a Chindit (3.6) with one exception:
it does not benefit from the special Forage Rule. This special unit
can Cooperate (3.7a) with all Allied units.

14. The Ledo Road Building Table uses one die,
not two, as stated on the table.

15. The ability of the Chindits to be diverted
to the area west of the Chindwin (3.6b) is too easy on them. Allow no
such diversion until the 8 April game turn. Furthermore, only the
first two diversions cost 3 VPs each, additional ones cost 6 VPs
each.

16. In Short Scenario 3, the Japanese Supply Source is
B33.26, not B32.26.

4-06 Burma (2008 printing)(10 Mar 10)

1. The last sentence under Railroads specifies that Railroads cannot be destroyed or interdicted. The former is impossible under v4.0 and the latter should be “Train Busting” not interdiction

2. Just so it is clear, NO Train Busting is allowed in this game, railroad or not.

3. The US 823 Engineer is treated as a Chindit (3.6) with one exception:
it does not benefit from the special Forage Rule. This special unit
can Cooperate (3.7a) with all Allied units.

4-07 Sicily (27 Aug
08)

1. Off Map Holding Boxes are unlimited ports as
well. This is an inference from 1.5a, but I wanted to make it
absolutely clear. Also, the reference to 3.4 in 1.5a is bogus...it
should point at a shipping rule which was moved into the series rules
anyway, so disregard it.

2. Axis shipping can be used from these boxes
to the available Sicilian ports (the restriction in 2.5a only affects
the destination port, not the port of embarkation).

3. The Artillery Regiment of Napoli (1st
Artillery Rgt) has "54" as its unit ID on the Move Mode side...this
should be a "1" as well.

4. The Alp G It Mountain Division costs the
Axis player 2 VPs, just like the 29th PG early entry option.

5. The set up for scenario 5.4 calls for one
more air base than was provided (oops), use any convenient marker or
an air base from any other game in its place.

6. In scenario 5.5, the number of DUKWs should
be 8, not 12 (reduce the DUKWs in B49.12 and B47.31 to 2 each instead
of 4) and the level 1 airbase in B47.04 should be in B47.03. The
Coastal artillery battalion in A25.02 should be in A25.03 (dry land
is something they need).

7. In scenario 5.7, the 16 Inf Rgt (1 Inf Div)
should not be listed as dead. II-HG Pz Bn should be listed as
dead.

10. When playing Sicily using OCS v4.0, where aircraft start
out on the map in interdiction replace them with Trainbusting Markers and the
aircraft become Inactive.

11. Note that the roll for Italian Coastal
Artillery (2.6b) applies to both literal “fires” they do and “in the background”
fires they do (such as the ALT).

4-08 GBII
(14 Jan 08)

1. The
Russian 37 Mech Bde (1 M Corps) has its AR reduced to 2 on its Move Mode side.
It should retain its 3, like the other Mech Bdes and not be reduced
the way the Tank Bdes are.

2. In scenario 7.1, the German 8th
Infantry Division sets up in both B19.28 and B18.26. It should set up in B18.26
and the 87th Infantry Division sets up alone in B19.28.

3. The NKVD Border Regiment rule
(3.8) refers to an effect in 3.4. This is an obsolete rule reference and there
is nothing in 3.4 that affects 3.8 in the final version.

4. On the Russian order of arrival
for 12 Oct 41, delete the reference to a 25th Tank Bde. The 25th Tank Bde is a
7-3-6 (not the 6-2-5 listed) and it arrives on 15 Oct 41 instead. Furthermore,
delete the reference to a 6-2-5 Tank Bde (25) in the dead unit lists in
scenarios 7.2, 7.3 and 7.4.

5. In several of the scenarios the
historical value of the German South option was not applied to the VP total
needed to win. The best way to resolve this is delete the 20 VPs
from the South in 1942 option (1.10a part B). The scenario VP totals work
correctly without the extra 20 VPs as that would apply to any of the scenarios
where the south option occurs, and something like it would have to be applied to
the ones that don’t.

6. On 22 Nov 42, the German OOA
calls for the removal of 20-4-3 Inf Div (8). This should be 15-5-3 Jg Div (8)
instead.

7. Ignore Frozen Small Lakes (1.1c)
for Movement purposes. Use their terrain effects on combat as listed
on the Terrain Effects Chart.

8. To clarify, rail artillery can
move along rail lines like RR repair units (they do not need detrainable hexes).

9. MMD units can be converted into
Guards air units like any other Russian air unit using the normal process.

10. Ignore the 203 Sec Bde (German)
counter. The unit served in AGC west of the map and never arrives in play
anyway.

11. In scenario 11 (6.8), you will
need little maps D & E as well as the main maps A and B listed.

12. In the two Mars scenarios (6.8
and 7.8), there should be a wagon extender in B8.34 (with the LW HQ) and this
extender draws off B3.28. The German units between A11.22 and A12.27 have just
been compromised by the Russians just south of them and need to eat on map SPs,
Tree Bark or withdraw to get back into trace. Lastly, remove from the Soviet
dead unit list12-2-2 Inf Div (32, 93) and 11-1-1 Inf Div
(133) as they have been rebuilt already.

13. In scenario 7.8 (Mars Campaign
Start), the Russian 12-2-2 Inf Div (280) is listed in both C52.25 and C62.26.
C52.25 is correct. Also, 12-2-2 Inf Div (32) is both Dead and in B19.34, it
should be in B19.34.

14. In scenario 7.6 (Operation
Kremlin), the Russian 12-2-2 Inf Div (280) (appearently the “lost division”) is
listed in both C52.24 and C55.23. C52.24 is correct.

15. Eliminate the current Breakout
Movement rule and use the OCS v4.0 version.

16. The Infantry Brigades in the 8th
and 10th Tank Corps should read 3-3-16 like the other Mtrd Inf Bdes.

17. The 62nd and 87th Tank Bdes (7
Tank Corps) should read 3-2-14 like others of the same type.

18. Replace the Workers Alert units
in GBII with the versions in CB. They should be 2-0-4 on their backs instead of
1-0-4.

19. All 3-2-2 Soviet Inf Rgts should have a Move Mode strength of 2, not 1.
20. The Führer PG Rgt (SS-R) should be part of the SS-DR version of the division.

4-09 Korea (17 June 08)

1. All the white UN units have truck MAs on
combat and move sides. Two of these (Turks and Filipinos) should be
Truck on their Move Mode sides. The other Move Mode values and all
the Combat Mode numbers should be Leg MAs.

2. On the Terrain Effects on Combat Chart,
Impassible and Frozen Lake Hexsides should read [1/3]* for
armor.

3. In scenario 5.4, only ROK II Corps HQ and 1
SP are at C54.22 (there is no artillery there).

4. In scenario 5.6, the airbase at C59.23
should be listed under Communist Set Ups.

5. In scenario 5.10, the Dutch and 9 Rgt should
be in C44.30.

6. In scenario 5.11, the Phillipine unit should
be in B30.06.

7. The Amphibious Landing Table modifier for
landing in 1951 should be -2 (The map version is correct,
the separate table is not).

8. The US 937 artillery unit should be a
Bn on the counter, not a Grp.

9. The Greek, Belgian and French UN units
should each be Bn not Rgt on their counters.

10. The holding boxes for the CVGs on the map
show them as level 3 Airbases. They are not airbases of any level,
but rather follow their own basing/refit rules as per Korea rule
3.10.

11. The reference in 1.10 to series rule 4.10a
should refer to 4.10.

12. For purposes of 1.11b, NKPA multi-step
divisions count even if they are not full strength.

13. The railroads leading from 32.10 to 33.09
are only connected if the path 32.10 to 32.09 to 31.09 to 32.09 to
33.09 is all usable for rail movement.

14. When playing using OCS v4.0, UN Trainbusting is automatically successful (no roll) if not in a Communist Patrol Zone.

4-10 Case Blue (6 March 12)

Advertising errata, the advertising says 3640 counters, the correct number is 3500.

Consolidation with GBII & Set Up

1. On the little map layout diagram in the rules, maps J and H are switched.

2. Ignore the entry regarding the Hungarian Security Division (#4) in the Counter Consolidation list. The GBII unit and the CB unit match and both are correct. 3. Use the CB version of Workers Alert units, not those in GBII. The Russian player is limited to the 6 in the CB countermix.

4. When combining CB’s counters with GBII, do not use any unit that does not set up in the CB version of the scenario or doesn’t enter via the CB version of the Order of Arrival.

1. For Russian Truck rebuilds (off their Variable Reinforcement Table), they can rebuild Truck Points that are either destroyed or captured. Place a Russian Truck Point into the Russian Dead Pile for each one the Axis captures to keep track of what is available.

2. For purposes of rule 1.8 and the entry requirements of reinforcements (especially the little paragraph at the bottom of page 4, middle column, regarding Case Blue alone), the rule deals with the requirements of actual “reinforcements” (newly entering units). Note that “transfers” are not controlled by 1.8, but instead apply note #6 from each OOA. For this rule, transfers are not considered to be reinforcements.

3. In rule 1.8, the hex given for Elista should be H16.19, not G16.19.

4. Optional: For each player’s Variable Reinforcements, rather than use the modifier for not having all maps in play, roll one die independently for each repl awarded. 1-2 it goes to GBII, 3-4 to EatG, 5 to CB and 6 to the Main Effort map set. If it goes to a map set which is not in play, ignore it. If it falls on the map sets in play, the player gets it and can use it as desired.

5. Increased Reason for the Germans to stay South of the Don. In addition to the existing Variable Table double roll if there are Germans north of the Don in the area listed. The Russians are restricted to Level 1 or 2 Hedgehogs in the EatG or CB Map Areas unless the Germans set foot in the restricted area north of the Don. If they do, all bets are off. Exception: Map F (with Sevestopol) is exempt from this rule and can have any level of Hedgehog.

6. In the Historical listing of Strategic Victory Points, the campaign count is wrong in 1942. At the end of 1942, the Russians should have 4 SVPs and the Germans 3 SVPs. This carries over to the end of the campaign, so the last score should be a 6 SVP to 6 SVP tie, rather than the 5 SVP to 6 SVP tie listed.

7. Add to the Fortress rule (2.4): When a Fortress is declared, the German player can “issue” one of the units below to any German HQ which is out of trace supply, no more than one per HQ, in the HQ’s hex. Furthermore, for every unit issued to an out of trace HQ, one of these units can be issued to an HQ which is still in trace. The units are: (3)-3-3 Kor Bn (531, 550, 580, 585, and 593). Add all of these units to the set up (with some German HQ) in all scenarios after 19 Nov 42. All will be on the EatG maps, three of them inside the Stalingrad pocket, two outside it.

8. For 3.3 The South Box, the 3 SP Port for the box exists for both the Black Sea and Caspian and can be used as two separate ports, one on each sea.

9. The requirements allowing the Germans to use ports in an area does not preclude the Russians from still using the ports they still hold, provided they meet their own requirements to use them (if any).

10. Clarification: 3.4e means that when a Gds aircraft gets killed, you don't have to rebuild it using your Air Repls off the Variable Reinforcement Table, you just select some other Air Unit to trade in their old aircraft for the newer Gds one. Do this like any other Gds Aircraft Exchange in the turn after the Gds aircraft is destroyed.

11. The Dark Blue lines on the map are either Sea Lines or Lake hexsides (depending on if they are on a sea coast or as part of a lake). They are impassible unless crossed by a road or frozen. Sea Lines do not freeze, Lake hexsides do.

12. Clarification: For the NKVD rule (3.5i), all options must be taken as step losses, including any that might be normally negated because the attacker retreats, etc. There is no case where this rule is applied yet a Russian option is not taken as a loss..

13. No Soviet Massive Assault is allowed before 1 Dec 41.

14. Add to 1.7: The Kerch Strait (marked with the striped pattern on
the map) is considered part of the Black Sea; just north of this is
where the Sea of Azov begins. When the Kerch Strait is frozen, ports
in the Sea of Azov are never functional. Remember this when playing
scenarios using just the EATG maps (Kerch is not on that map set).

Map

1. Map F: The RR should be extended into the hex with Sevastopol's port.

Counters

1. The Russian 5th Cav Corps does not have its Formation Marker. If you have GBII, you can use the marker from that game, otherwise it won’t hurt to just ignore it.

2. The German 13 Corps HQ is a GBII unit that was not reproduced in CB.

3. Throw the German (1)-2-5 RR Bn (514) in the trash. It is not used and did not come East until 1945.

4. The Führer PG Rgt (SS-R) in the GBII repeats should be part of the SS-DR version of the division.

5. You do not need the Russian 226 Tank Bde, it is not used in the game
(never sets up, does not arrive… and should not do so). Let it collect dust in
the counter tray.

Scenarios

1. In any scenario featuring the German LAH Pz Bde, add the LAH Wpn Bn to the set up in any of the brigade’s hexes.

2. In the Edge of the World Scenario (6.1), ignore the Russian reinforcement for 26 Sept 42 “68 Gd Arty Rgt”. The 4-2-2 Inf Bde (49) in the same bunch is a GBII unit that was not reproduced in the GBII Repeats, use any 4-2-2 Inf Bde in its place.

3. The Rum Breakdown Regiments in scenario 6.2 should be 3-2-2. This affects hexes A26.07, A28.03, A29.04, and A30.03.

4. In scenario 6.1, ignore the 5 Oct 42 reinforcement 7-3-6 Tank Bde (52), it is already in play. Furthermore, the 5 Tank Bde (12 Oct 42), 43 Inf Bde (19 Sept 42), and 131 Inf Bde (22 Sept 42) are GBII units that were not reproduced in CB. Use any unit of the same value for this scenario. The listing for the 101 Jg Div on 12 Aug 42 should be the 111 Inf Div.

5. In scenario 6.2, the 2nd Rum Inf Div setting up in A30.07 should set up in A30.01. Add 14 Pz Div (I/36 and II/36 Pz Bn) to A36.02.

6. In scenario 7.2, 1 Oct 41 set up (South), A12.02 lists a 1-2-2 Latvian Pol Bn (22). The 9 Aufk Bn (9 Pz Div) setting up in A9.32 is an unrepeated GBII unit that leaves the map before it can move. Ignore both units. Add the Russian 12-2-2 Inf Div (73) to set up hex B20.23.

7. In scenario 7.4, the (5)-1-1 UR Bde (91) listed to set up in J43.35 is an unrepeated GBII unit. Use any Ur Bde in its place.

9. In scenario 7.8, ignore the 4th Pz Div (I/35 Pz Bn) unit in the dead pile, it was removed from play in June 42 and is a GBII unit anyway. Also, ignore the 14th Pz Div (4 PJ Bn), it comes on as a reinforcement in a few turns. Ignore the two Brandenburger Co (9/800zvb, 10/800zvb), they are unrepeated GBII units. Also, the Soviet set up for C2.31 on Page 74 is listed twice, you only need to set them up once.

10. In scenario 7.9, the turn length is 26, not 21. Also, the Germans win if they hold all three victory locations, the Russians also win if they hold all three of them. Any other combination is a draw.

11. On page 70 of Scenario book 1 (lower left hand corner), the units supposedly setting up “Near Voronezh” should set up at or within 3 hexes of Voronezh.

12. Note OOA entry # 5 regarding the 63 PG vs 63 Inf Rgt of the 17 Pz Div. Also, in scenarios 7.3, 7.5, and 7.7 the regiment is further miss-identified as part of the 18th Pz Div.

13. In scenario 7.11, add one I.16 and one SB.2 to the Russian air units at start. Also, ignore the relief portions of the Victory Conditions. The Russians win if they meet their conditions; the Germans win if they meet theirs. If both do, it is a tie. A relief merely helps the Germans meet their conditions, but has no “automatic draw” effect.

14. In any scenario not using GBII maps, ignore any dead Russian 12-0-4 Inf Div (101) (Red Symbol). That is a GBII unit (only) and should not be listed further south.

15. In scenario 7.14, the 7 Pz Div (6 PG Rgt) setting up in B45.35 is a GBII unit that missed getting repeated. It has the same values as the other regular Panzer Division PG Rgts.

16. In Scenarios 7.10, 7.11 and 7.12, the German Reinforcements affected by the Massive Assault and the scenario special rules are handled as follows: The Bf.109f transfer has already happened (and the aircraft has already been destroyed). The 337 Inf Div has transferred to GBII and sets up in any detrainable RR hex containing Axis units that can trace a path of RR hexes to the EatG maps.

7. The 5 Dec 42 Reinforcements 7 and 8 LW Div arrive in EatG. If they are in the GBII Emergency Reinforcements, release them and transfer them to EatG. Otherwise, they are just normal EatG reinforcements.

8. In the 12 Dec 42 Transfer from GBII to EatG, the 63 PG Rgt in the 17 Pz Div should be the 63 Mtrd Inf Rgt version instead (the division does not upgrade to halftracks during the period of the game). Note that this also impacts several scenarios, 7.3, 7.5, 7.7, 7.10, and 7.14. In all cases, the 63 PG Rgt should be the 63 Inf Rgt. See also Scenario entry #10.

Russian OOA

1. The 12-2-2 Inf Div (203) schedule to transfer from CB to EatG on 19 Aug 42 should do that transfer on 1 July 42.

2. The 12-2-2 Inf Div (73) listed in the 1 Jun 42 reinforcements s/b a transfer from GBII to EatG.

3. The transfer of the 4-2-4 Tank Bn (212) from GBII to EatG on 29 Dec 42 should be just a EatG reinforcement.

4. On 5 June 42 the entry for 14 Tank Corps should be to EatG, not CB, likewise when it gets removed on 29 Aug it should be removed from EatG not CB.

5. The “removal all” applicable to the 22 Tank Corps on 5 Aug 42 applies to the units already in play, not the ones showing up that turn.

6. The 3rd Tank Army HQ transferred from GBII to EatG on 5 Jan 43 is a GBII unit that was not reproduced in CB. It has the same values as the other Tank Army HQs.

7. The 2-4-4 Cav Rgt (1 Sep) should transfer from GBII to EatG on 12 May 42 and then transferred from EatG to CB on 1 Oct 42.

8. The transfer on 26 June 42 for the 5 Gd Tank Bde and 2 Gd Inf Div is in error. Delete it. They transfer in July and the entries there for them are correct.